#ifndef _MRenderData
#define _MRenderData
//-
// ==========================================================================
// Copyright (C) 1995 - 2006 Autodesk, Inc., and/or its licensors.  All
// rights reserved.
//
// The coded instructions, statements, computer programs, and/or related
// material (collectively the "Data") in these files contain unpublished
// information proprietary to Autodesk, Inc. ("Autodesk") and/or its
// licensors,  which is protected by U.S. and Canadian federal copyright law
// and by international treaties.
//
// The Data may not be disclosed or distributed to third parties or be
// copied or duplicated, in whole or in part, without the prior written
// consent of Autodesk.
//
// The copyright notices in the Software and this entire statement,
// including the above license grant, this restriction and the following
// disclaimer, must be included in all copies of the Software, in whole
// or in part, and all derivative works of the Software, unless such copies
// or derivative works are solely in the form of machine-executable object
// code generated by a source language processor.

// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND.
// AUTODESK DOES NOT MAKE AND HEREBY DISCLAIMS ANY EXPRESS OR IMPLIED
// WARRANTIES INCLUDING, BUT NOT LIMITED TO, THE WARRANTIES OF
// NON-INFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE,
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// ==========================================================================
//+
//
// CLASS:    MRenderData
//
// ****************************************************************************

#if defined __cplusplus


#include <maya/MFloatVector.h>
#include <maya/MFloatPoint.h>
#include <maya/MFloatMatrix.h>

//! \ingroup OpenMayaRender
//! \brief Access Rendering Data
/*!
The rendered image and depth map can be changed following the software
render by instanciating a MRenderCallback and overriding renderCallback()
or postProcessCallback(). When these methods are invoked, a MRenderData is
passed as an argument; the rgbaArr and depthArr can then be changed by this
API. Methods and data are provided to assist in transforming back and forth
from world space to image space. Paint Effects and Fur are two examples
which use this mechanism to change the rendered image.
*/
class OPENMAYARENDER_EXPORT MRenderData {
public:
						MRenderData();

    void                worldToScreen(
                            const MFloatPoint&  worldPoint,
                            MFloatPoint&        screenPoint) const;

    void                screenToWorld(
                            const MFloatPoint& screenPoint,
                            MFloatPoint&        worldPoint) const;

    // in data
    //! set if the camera has a perspective projection
    bool                perspective;
    //! the x resolution of the rendered image
    unsigned short      resX;
    //! the y resolution of the rendered image
    unsigned short      resY;

    //! the left (low) render region dimension
    unsigned short      left;
    //! the bottom (low) render region dimension
    unsigned short      bottom;
    //! the right (high) render region dimension
    unsigned short      right;
    //! the top (high) render region dimension
    unsigned short      top;

    //! number of bytes per channel of the rgbaArr
    unsigned short      bytesPerChannel;
    //! the actual x resolution of rgbaArr and depthArr
    unsigned short      xsize;
    //! the actual y resolution of rgbaArr and depthArr
    unsigned short      ysize;

    //! camera horizontal field of view in radians
    float               fieldOfView;
    //! camera pixel aspect ratio
    float               aspectRatio;

    //! view direction of the camera (object space)
    MFloatVector        viewDirection;
    //! position of the camera (object space)
    MFloatPoint         eyePoint;
    //! camera matrix to transform to eye space
    MFloatMatrix        worldToEyeMatrix;

    //! this is a 1d array representing the output image buffer.
	//! It is of size: resX * resY * 4 * bytesPerChannel.  The
	//! array is indexed as [(resX * x + y) * 4 * bytesPerChannel],
	//! where (x,y) is the current pixel coordinates.  The "4"
	//! multiplier is used for storing RGBA information, in the
	//! order of a,b,g,r (on OSX) or b,g,r,a (on Windows and Linux).
    unsigned char       *rgbaArr;
    //! this is a 1d array representing the output depth buffer.
	//! It is of size: resX * resY, where each depth value is a
	//! single precision floating point vlue.  It is indexed as
	//! [resX * x + y], where (x,y) is the current pixel coordinates.
    float               *depthArr;

    // private
    const void*         internalData;

protected:
// No protected members

private:
// No private members
};

#endif /* __cplusplus */
#endif /* _MRenderData */

